/*************************************************************************/ /* environment.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "environment.h" #include "texture.h" #include "global_config.h" #include "servers/visual_server.h" RID Environment::get_rid() const { return environment; } void Environment::set_background(BGMode p_bg) { bg_mode=p_bg; VS::get_singleton()->environment_set_background(environment,VS::EnvironmentBG(p_bg)); _change_notify(); } void Environment::set_skybox(const Ref &p_skybox){ bg_skybox=p_skybox; RID sb_rid; if (bg_skybox.is_valid()) sb_rid=bg_skybox->get_rid(); VS::get_singleton()->environment_set_skybox(environment,sb_rid); } void Environment::set_skybox_scale(float p_scale) { bg_skybox_scale=p_scale; VS::get_singleton()->environment_set_skybox_scale(environment,p_scale); } void Environment::set_bg_color(const Color& p_color){ bg_color=p_color; VS::get_singleton()->environment_set_bg_color(environment,p_color); } void Environment::set_bg_energy(float p_energy){ bg_energy=p_energy; VS::get_singleton()->environment_set_bg_energy(environment,p_energy); } void Environment::set_canvas_max_layer(int p_max_layer){ bg_canvas_max_layer=p_max_layer; VS::get_singleton()->environment_set_canvas_max_layer(environment,p_max_layer); } void Environment::set_ambient_light_color(const Color& p_color){ ambient_color=p_color; VS::get_singleton()->environment_set_ambient_light(environment,ambient_color,ambient_energy,ambient_skybox_contribution); } void Environment::set_ambient_light_energy(float p_energy){ ambient_energy=p_energy; VS::get_singleton()->environment_set_ambient_light(environment,ambient_color,ambient_energy,ambient_skybox_contribution); } void Environment::set_ambient_light_skybox_contribution(float p_energy){ ambient_skybox_contribution=p_energy; VS::get_singleton()->environment_set_ambient_light(environment,ambient_color,ambient_energy,ambient_skybox_contribution); } Environment::BGMode Environment::get_background() const{ return bg_mode; } Ref Environment::get_skybox() const{ return bg_skybox; } float Environment::get_skybox_scale() const { return bg_skybox_scale; } Color Environment::get_bg_color() const{ return bg_color; } float Environment::get_bg_energy() const{ return bg_energy; } int Environment::get_canvas_max_layer() const{ return bg_canvas_max_layer; } Color Environment::get_ambient_light_color() const{ return ambient_color; } float Environment::get_ambient_light_energy() const{ return ambient_energy; } float Environment::get_ambient_light_skybox_contribution() const{ return ambient_skybox_contribution; } void Environment::set_tonemapper(ToneMapper p_tone_mapper) { tone_mapper=p_tone_mapper; VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey); } Environment::ToneMapper Environment::get_tonemapper() const{ return tone_mapper; } void Environment::set_tonemap_exposure(float p_exposure){ tonemap_exposure=p_exposure; VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey); } float Environment::get_tonemap_exposure() const{ return tonemap_exposure; } void Environment::set_tonemap_white(float p_white){ tonemap_white=p_white; VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey); } float Environment::get_tonemap_white() const { return tonemap_white; } void Environment::set_tonemap_auto_exposure(bool p_enabled) { tonemap_auto_exposure=p_enabled; VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey); } bool Environment::get_tonemap_auto_exposure() const { return tonemap_auto_exposure; } void Environment::set_tonemap_auto_exposure_max(float p_auto_exposure_max) { tonemap_auto_exposure_max=p_auto_exposure_max; VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey); } float Environment::get_tonemap_auto_exposure_max() const { return tonemap_auto_exposure_max; } void Environment::set_tonemap_auto_exposure_min(float p_auto_exposure_min) { tonemap_auto_exposure_min=p_auto_exposure_min; VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey); } float Environment::get_tonemap_auto_exposure_min() const { return tonemap_auto_exposure_min; } void Environment::set_tonemap_auto_exposure_speed(float p_auto_exposure_speed) { tonemap_auto_exposure_speed=p_auto_exposure_speed; VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey); } float Environment::get_tonemap_auto_exposure_speed() const { return tonemap_auto_exposure_speed; } void Environment::set_tonemap_auto_exposure_grey(float p_auto_exposure_grey) { tonemap_auto_exposure_grey=p_auto_exposure_grey; VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey); } float Environment::get_tonemap_auto_exposure_grey() const { return tonemap_auto_exposure_grey; } void Environment::set_adjustment_enable(bool p_enable) { adjustment_enabled=p_enable; VS::get_singleton()->environment_set_adjustment(environment,adjustment_enabled,adjustment_brightness,adjustment_contrast,adjustment_saturation,adjustment_color_correction.is_valid()?adjustment_color_correction->get_rid():RID()); } bool Environment::is_adjustment_enabled() const { return adjustment_enabled; } void Environment::set_adjustment_brightness(float p_brightness) { adjustment_brightness=p_brightness; VS::get_singleton()->environment_set_adjustment(environment,adjustment_enabled,adjustment_brightness,adjustment_contrast,adjustment_saturation,adjustment_color_correction.is_valid()?adjustment_color_correction->get_rid():RID()); } float Environment::get_adjustment_brightness() const { return adjustment_brightness; } void Environment::set_adjustment_contrast(float p_contrast) { adjustment_contrast=p_contrast; VS::get_singleton()->environment_set_adjustment(environment,adjustment_enabled,adjustment_brightness,adjustment_contrast,adjustment_saturation,adjustment_color_correction.is_valid()?adjustment_color_correction->get_rid():RID()); } float Environment::get_adjustment_contrast() const { return adjustment_contrast; } void Environment::set_adjustment_saturation(float p_saturation) { adjustment_saturation=p_saturation; VS::get_singleton()->environment_set_adjustment(environment,adjustment_enabled,adjustment_brightness,adjustment_contrast,adjustment_saturation,adjustment_color_correction.is_valid()?adjustment_color_correction->get_rid():RID()); } float Environment::get_adjustment_saturation() const { return adjustment_saturation; } void Environment::set_adjustment_color_correction(const Ref& p_ramp) { adjustment_color_correction=p_ramp; VS::get_singleton()->environment_set_adjustment(environment,adjustment_enabled,adjustment_brightness,adjustment_contrast,adjustment_saturation,adjustment_color_correction.is_valid()?adjustment_color_correction->get_rid():RID()); } Ref Environment::get_adjustment_color_correction() const { return adjustment_color_correction; } void Environment::_validate_property(PropertyInfo& property) const { if (property.name=="background/skybox" || property.name=="background/skybox_scale" || property.name=="ambient_light/skybox_contribution") { if (bg_mode!=BG_SKYBOX) { property.usage=PROPERTY_USAGE_NOEDITOR; } } if (property.name=="background/color") { if (bg_mode!=BG_COLOR) { property.usage=PROPERTY_USAGE_NOEDITOR; } } if (property.name=="background/canvas_max_layer") { if (bg_mode!=BG_CANVAS) { property.usage=PROPERTY_USAGE_NOEDITOR; } } } void Environment::set_ssr_enabled(bool p_enable) { ssr_enabled=p_enable; VS::get_singleton()->environment_set_ssr(environment,ssr_enabled,ssr_max_steps,ssr_accel,ssr_fade,ssr_depth_tolerance,ssr_smooth,ssr_roughness); } bool Environment::is_ssr_enabled() const{ return ssr_enabled; } void Environment::set_ssr_max_steps(int p_steps){ ssr_max_steps=p_steps; VS::get_singleton()->environment_set_ssr(environment,ssr_enabled,ssr_max_steps,ssr_accel,ssr_fade,ssr_depth_tolerance,ssr_smooth,ssr_roughness); } int Environment::get_ssr_max_steps() const { return ssr_max_steps; } void Environment::set_ssr_accel(float p_accel) { ssr_accel=p_accel; VS::get_singleton()->environment_set_ssr(environment,ssr_enabled,ssr_max_steps,ssr_accel,ssr_fade,ssr_depth_tolerance,ssr_smooth,ssr_roughness); } float Environment::get_ssr_accel() const { return ssr_accel; } void Environment::set_ssr_fade(float p_fade) { ssr_fade=p_fade; VS::get_singleton()->environment_set_ssr(environment,ssr_enabled,ssr_max_steps,ssr_accel,ssr_fade,ssr_depth_tolerance,ssr_smooth,ssr_roughness); } float Environment::get_ssr_fade() const { return ssr_fade; } void Environment::set_ssr_depth_tolerance(float p_depth_tolerance) { ssr_depth_tolerance=p_depth_tolerance; VS::get_singleton()->environment_set_ssr(environment,ssr_enabled,ssr_max_steps,ssr_accel,ssr_fade,ssr_depth_tolerance,ssr_smooth,ssr_roughness); } float Environment::get_ssr_depth_tolerance() const { return ssr_depth_tolerance; } void Environment::set_ssr_smooth(bool p_enable) { ssr_smooth=p_enable; VS::get_singleton()->environment_set_ssr(environment,ssr_enabled,ssr_max_steps,ssr_accel,ssr_fade,ssr_depth_tolerance,ssr_smooth,ssr_roughness); } bool Environment::is_ssr_smooth() const { return ssr_smooth; } void Environment::set_ssr_rough(bool p_enable) { ssr_roughness=p_enable; VS::get_singleton()->environment_set_ssr(environment,ssr_enabled,ssr_max_steps,ssr_accel,ssr_fade,ssr_depth_tolerance,ssr_smooth,ssr_roughness); } bool Environment::is_ssr_rough() const { return ssr_roughness; } void Environment::set_ssao_enabled(bool p_enable) { ssao_enabled=p_enable; VS::get_singleton()->environment_set_ssao(environment,ssao_enabled,ssao_radius,ssao_intensity,ssao_radius2,ssao_intensity2,ssao_bias,ssao_direct_light_affect,ssao_color,ssao_blur); } bool Environment::is_ssao_enabled() const{ return ssao_enabled; } void Environment::set_ssao_radius(float p_radius){ ssao_radius=p_radius; VS::get_singleton()->environment_set_ssao(environment,ssao_enabled,ssao_radius,ssao_intensity,ssao_radius2,ssao_intensity2,ssao_bias,ssao_direct_light_affect,ssao_color,ssao_blur); } float Environment::get_ssao_radius() const{ return ssao_radius; } void Environment::set_ssao_intensity(float p_intensity){ ssao_intensity=p_intensity; VS::get_singleton()->environment_set_ssao(environment,ssao_enabled,ssao_radius,ssao_intensity,ssao_radius2,ssao_intensity2,ssao_bias,ssao_direct_light_affect,ssao_color,ssao_blur); } float Environment::get_ssao_intensity() const{ return ssao_intensity; } void Environment::set_ssao_radius2(float p_radius){ ssao_radius2=p_radius; VS::get_singleton()->environment_set_ssao(environment,ssao_enabled,ssao_radius,ssao_intensity,ssao_radius2,ssao_intensity2,ssao_bias,ssao_direct_light_affect,ssao_color,ssao_blur); } float Environment::get_ssao_radius2() const{ return ssao_radius2; } void Environment::set_ssao_intensity2(float p_intensity){ ssao_intensity2=p_intensity; VS::get_singleton()->environment_set_ssao(environment,ssao_enabled,ssao_radius,ssao_intensity,ssao_radius2,ssao_intensity2,ssao_bias,ssao_direct_light_affect,ssao_color,ssao_blur); } float Environment::get_ssao_intensity2() const{ return ssao_intensity2; } void Environment::set_ssao_bias(float p_bias){ ssao_bias=p_bias; VS::get_singleton()->environment_set_ssao(environment,ssao_enabled,ssao_radius,ssao_intensity,ssao_radius2,ssao_intensity2,ssao_bias,ssao_direct_light_affect,ssao_color,ssao_blur); } float Environment::get_ssao_bias() const{ return ssao_bias; } void Environment::set_ssao_direct_light_affect(float p_direct_light_affect){ ssao_direct_light_affect=p_direct_light_affect; VS::get_singleton()->environment_set_ssao(environment,ssao_enabled,ssao_radius,ssao_intensity,ssao_radius2,ssao_intensity2,ssao_bias,ssao_direct_light_affect,ssao_color,ssao_blur); } float Environment::get_ssao_direct_light_affect() const{ return ssao_direct_light_affect; } void Environment::set_ssao_color(const Color& p_color) { ssao_color=p_color; VS::get_singleton()->environment_set_ssao(environment,ssao_enabled,ssao_radius,ssao_intensity,ssao_radius2,ssao_intensity2,ssao_bias,ssao_direct_light_affect,ssao_color,ssao_blur); } Color Environment::get_ssao_color() const { return ssao_color; } void Environment::set_ssao_blur(bool p_enable) { ssao_blur=p_enable; VS::get_singleton()->environment_set_ssao(environment,ssao_enabled,ssao_radius,ssao_intensity,ssao_radius2,ssao_intensity2,ssao_bias,ssao_direct_light_affect,ssao_color,ssao_blur); } bool Environment::is_ssao_blur_enabled() const { return ssao_blur; } void Environment::set_glow_enabled(bool p_enabled) { glow_enabled=p_enabled; VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold,glow_bicubic_upscale); } bool Environment::is_glow_enabled() const{ return glow_enabled; } void Environment::set_glow_level(int p_level,bool p_enabled){ ERR_FAIL_INDEX(p_level,VS::MAX_GLOW_LEVELS); if (p_enabled) glow_levels|=(1<environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold,glow_bicubic_upscale); } bool Environment::is_glow_level_enabled(int p_level) const{ ERR_FAIL_INDEX_V(p_level,VS::MAX_GLOW_LEVELS,false); return glow_levels&(1<environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold,glow_bicubic_upscale); } float Environment::get_glow_intensity() const{ return glow_intensity; } void Environment::set_glow_strength(float p_strength){ glow_strength=p_strength; VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold,glow_bicubic_upscale); } float Environment::get_glow_strength() const{ return glow_strength; } void Environment::set_glow_bloom(float p_treshold){ glow_bloom=p_treshold; VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold,glow_bicubic_upscale); } float Environment::get_glow_bloom() const{ return glow_bloom; } void Environment::set_glow_blend_mode(GlowBlendMode p_mode){ glow_blend_mode=p_mode; VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold,glow_bicubic_upscale); } Environment::GlowBlendMode Environment::get_glow_blend_mode() const{ return glow_blend_mode; } void Environment::set_glow_hdr_bleed_treshold(float p_treshold){ glow_hdr_bleed_treshold=p_treshold; VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold,glow_bicubic_upscale); } float Environment::get_glow_hdr_bleed_treshold() const{ return glow_hdr_bleed_treshold; } void Environment::set_glow_hdr_bleed_scale(float p_scale){ glow_hdr_bleed_scale=p_scale; VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold,glow_bicubic_upscale); } float Environment::get_glow_hdr_bleed_scale() const{ return glow_hdr_bleed_scale; } void Environment::set_glow_bicubic_upscale(bool p_enable) { glow_bicubic_upscale=p_enable; VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold,glow_bicubic_upscale); } bool Environment::is_glow_bicubic_upscale_enabled() const { return glow_bicubic_upscale; } void Environment::set_dof_blur_far_enabled(bool p_enable) { dof_blur_far_enabled=p_enable; VS::get_singleton()->environment_set_dof_blur_far(environment,dof_blur_far_enabled,dof_blur_far_distance,dof_blur_far_transition,dof_blur_far_amount,VS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); } bool Environment::is_dof_blur_far_enabled() const{ return dof_blur_far_enabled; } void Environment::set_dof_blur_far_distance(float p_distance){ dof_blur_far_distance=p_distance; VS::get_singleton()->environment_set_dof_blur_far(environment,dof_blur_far_enabled,dof_blur_far_distance,dof_blur_far_transition,dof_blur_far_amount,VS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); } float Environment::get_dof_blur_far_distance() const{ return dof_blur_far_distance; } void Environment::set_dof_blur_far_transition(float p_distance){ dof_blur_far_transition=p_distance; VS::get_singleton()->environment_set_dof_blur_far(environment,dof_blur_far_enabled,dof_blur_far_distance,dof_blur_far_transition,dof_blur_far_amount,VS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); } float Environment::get_dof_blur_far_transition() const{ return dof_blur_far_transition; } void Environment::set_dof_blur_far_amount(float p_amount){ dof_blur_far_amount=p_amount; VS::get_singleton()->environment_set_dof_blur_far(environment,dof_blur_far_enabled,dof_blur_far_distance,dof_blur_far_transition,dof_blur_far_amount,VS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); } float Environment::get_dof_blur_far_amount() const{ return dof_blur_far_amount; } void Environment::set_dof_blur_far_quality(DOFBlurQuality p_quality) { dof_blur_far_quality=p_quality; VS::get_singleton()->environment_set_dof_blur_far(environment,dof_blur_far_enabled,dof_blur_far_distance,dof_blur_far_transition,dof_blur_far_amount,VS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); } Environment::DOFBlurQuality Environment::get_dof_blur_far_quality() const { return dof_blur_far_quality; } void Environment::set_dof_blur_near_enabled(bool p_enable) { dof_blur_near_enabled=p_enable; VS::get_singleton()->environment_set_dof_blur_near(environment,dof_blur_near_enabled,dof_blur_near_distance,dof_blur_near_transition,dof_blur_near_amount,VS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); } bool Environment::is_dof_blur_near_enabled() const{ return dof_blur_near_enabled; } void Environment::set_dof_blur_near_distance(float p_distance){ dof_blur_near_distance=p_distance; VS::get_singleton()->environment_set_dof_blur_near(environment,dof_blur_near_enabled,dof_blur_near_distance,dof_blur_near_transition,dof_blur_near_amount,VS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); } float Environment::get_dof_blur_near_distance() const{ return dof_blur_near_distance; } void Environment::set_dof_blur_near_transition(float p_distance){ dof_blur_near_transition=p_distance; VS::get_singleton()->environment_set_dof_blur_near(environment,dof_blur_near_enabled,dof_blur_near_distance,dof_blur_near_transition,dof_blur_near_amount,VS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); } float Environment::get_dof_blur_near_transition() const{ return dof_blur_near_transition; } void Environment::set_dof_blur_near_amount(float p_amount){ dof_blur_near_amount=p_amount; VS::get_singleton()->environment_set_dof_blur_near(environment,dof_blur_near_enabled,dof_blur_near_distance,dof_blur_near_transition,dof_blur_near_amount,VS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); } float Environment::get_dof_blur_near_amount() const{ return dof_blur_near_amount; } void Environment::set_dof_blur_near_quality(DOFBlurQuality p_quality) { dof_blur_near_quality=p_quality; VS::get_singleton()->environment_set_dof_blur_near(environment,dof_blur_near_enabled,dof_blur_near_distance,dof_blur_near_transition,dof_blur_near_amount,VS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); } Environment::DOFBlurQuality Environment::get_dof_blur_near_quality() const { return dof_blur_near_quality; } void Environment::_bind_methods() { ClassDB::bind_method(D_METHOD("set_background","mode"),&Environment::set_background); ClassDB::bind_method(D_METHOD("set_skybox","skybox:CubeMap"),&Environment::set_skybox); ClassDB::bind_method(D_METHOD("set_skybox_scale","scale"),&Environment::set_skybox_scale); ClassDB::bind_method(D_METHOD("set_bg_color","color"),&Environment::set_bg_color); ClassDB::bind_method(D_METHOD("set_bg_energy","energy"),&Environment::set_bg_energy); ClassDB::bind_method(D_METHOD("set_canvas_max_layer","layer"),&Environment::set_canvas_max_layer); ClassDB::bind_method(D_METHOD("set_ambient_light_color","color"),&Environment::set_ambient_light_color); ClassDB::bind_method(D_METHOD("set_ambient_light_energy","energy"),&Environment::set_ambient_light_energy); ClassDB::bind_method(D_METHOD("set_ambient_light_skybox_contribution","energy"),&Environment::set_ambient_light_skybox_contribution); ClassDB::bind_method(D_METHOD("get_background"),&Environment::get_background); ClassDB::bind_method(D_METHOD("get_skybox:CubeMap"),&Environment::get_skybox); ClassDB::bind_method(D_METHOD("get_skybox_scale"),&Environment::get_skybox_scale); ClassDB::bind_method(D_METHOD("get_bg_color"),&Environment::get_bg_color); ClassDB::bind_method(D_METHOD("get_bg_energy"),&Environment::get_bg_energy); ClassDB::bind_method(D_METHOD("get_canvas_max_layer"),&Environment::get_canvas_max_layer); ClassDB::bind_method(D_METHOD("get_ambient_light_color"),&Environment::get_ambient_light_color); ClassDB::bind_method(D_METHOD("get_ambient_light_energy"),&Environment::get_ambient_light_energy); ClassDB::bind_method(D_METHOD("get_ambient_light_skybox_contribution"),&Environment::get_ambient_light_skybox_contribution); ADD_GROUP("Background","background_"); ADD_PROPERTY(PropertyInfo(Variant::INT,"background_mode",PROPERTY_HINT_ENUM,"Clear Color,Custom Color,Skybox,Canvas,Keep"),"set_background","get_background") ; ADD_PROPERTY(PropertyInfo(Variant::OBJECT,"background_skybox",PROPERTY_HINT_RESOURCE_TYPE,"SkyBox"),"set_skybox","get_skybox") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"background_skybox_scale",PROPERTY_HINT_RANGE,"0,32,0.01"),"set_skybox_scale","get_skybox_scale") ; ADD_PROPERTY(PropertyInfo(Variant::COLOR,"background_color"),"set_bg_color","get_bg_color") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"background_energy",PROPERTY_HINT_RANGE,"0,16,0.01"),"set_bg_energy","get_bg_energy") ; ADD_PROPERTY(PropertyInfo(Variant::INT,"background_canvas_max_layer",PROPERTY_HINT_RANGE,"-1000,1000,1"),"set_canvas_max_layer","get_canvas_max_layer") ; ADD_GROUP("Ambient Light","ambient_light_"); ADD_PROPERTY(PropertyInfo(Variant::COLOR,"ambient_light_color"),"set_ambient_light_color","get_ambient_light_color") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"ambient_light_energy",PROPERTY_HINT_RANGE,"0,16,0.01"),"set_ambient_light_energy","get_ambient_light_energy") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"ambient_light_skybox_contribution",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_ambient_light_skybox_contribution","get_ambient_light_skybox_contribution") ; ClassDB::bind_method(D_METHOD("set_ssr_enabled","enabled"),&Environment::set_ssr_enabled); ClassDB::bind_method(D_METHOD("is_ssr_enabled"),&Environment::is_ssr_enabled); ClassDB::bind_method(D_METHOD("set_ssr_max_steps","max_steps"),&Environment::set_ssr_max_steps); ClassDB::bind_method(D_METHOD("get_ssr_max_steps"),&Environment::get_ssr_max_steps); ClassDB::bind_method(D_METHOD("set_ssr_accel","accel"),&Environment::set_ssr_accel); ClassDB::bind_method(D_METHOD("get_ssr_accel"),&Environment::get_ssr_accel); ClassDB::bind_method(D_METHOD("set_ssr_fade","fade"),&Environment::set_ssr_fade); ClassDB::bind_method(D_METHOD("get_ssr_fade"),&Environment::get_ssr_fade); ClassDB::bind_method(D_METHOD("set_ssr_depth_tolerance","depth_tolerance"),&Environment::set_ssr_depth_tolerance); ClassDB::bind_method(D_METHOD("get_ssr_depth_tolerance"),&Environment::get_ssr_depth_tolerance); ClassDB::bind_method(D_METHOD("set_ssr_smooth","smooth"),&Environment::set_ssr_smooth); ClassDB::bind_method(D_METHOD("is_ssr_smooth"),&Environment::is_ssr_smooth); ClassDB::bind_method(D_METHOD("set_ssr_rough","rough"),&Environment::set_ssr_rough); ClassDB::bind_method(D_METHOD("is_ssr_rough"),&Environment::is_ssr_rough); ADD_GROUP("SS Reflections","ss_reflections_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL,"ss_reflections_enabled"),"set_ssr_enabled","is_ssr_enabled") ; ADD_PROPERTY(PropertyInfo(Variant::INT,"ss_reflections_max_steps",PROPERTY_HINT_RANGE,"1,512,1"),"set_ssr_max_steps","get_ssr_max_steps") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"ss_reflections_accel",PROPERTY_HINT_RANGE,"0,4,0.01"),"set_ssr_accel","get_ssr_accel") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"ss_reflections_fade",PROPERTY_HINT_EXP_EASING),"set_ssr_fade","get_ssr_fade") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"ss_reflections_depth_tolerance",PROPERTY_HINT_RANGE,"0.1,128,0.1"),"set_ssr_depth_tolerance","get_ssr_depth_tolerance") ; ADD_PROPERTY(PropertyInfo(Variant::BOOL,"ss_reflections_accel_smooth"),"set_ssr_smooth","is_ssr_smooth") ; ADD_PROPERTY(PropertyInfo(Variant::BOOL,"ss_reflections_roughness"),"set_ssr_rough","is_ssr_rough") ; ClassDB::bind_method(D_METHOD("set_ssao_enabled","enabled"),&Environment::set_ssao_enabled); ClassDB::bind_method(D_METHOD("is_ssao_enabled"),&Environment::is_ssao_enabled); ClassDB::bind_method(D_METHOD("set_ssao_radius","radius"),&Environment::set_ssao_radius); ClassDB::bind_method(D_METHOD("get_ssao_radius"),&Environment::get_ssao_radius); ClassDB::bind_method(D_METHOD("set_ssao_intensity","intensity"),&Environment::set_ssao_intensity); ClassDB::bind_method(D_METHOD("get_ssao_intensity"),&Environment::get_ssao_intensity); ClassDB::bind_method(D_METHOD("set_ssao_radius2","radius"),&Environment::set_ssao_radius2); ClassDB::bind_method(D_METHOD("get_ssao_radius2"),&Environment::get_ssao_radius2); ClassDB::bind_method(D_METHOD("set_ssao_intensity2","intensity"),&Environment::set_ssao_intensity2); ClassDB::bind_method(D_METHOD("get_ssao_intensity2"),&Environment::get_ssao_intensity2); ClassDB::bind_method(D_METHOD("set_ssao_bias","bias"),&Environment::set_ssao_bias); ClassDB::bind_method(D_METHOD("get_ssao_bias"),&Environment::get_ssao_bias); ClassDB::bind_method(D_METHOD("set_ssao_direct_light_affect","amount"),&Environment::set_ssao_direct_light_affect); ClassDB::bind_method(D_METHOD("get_ssao_direct_light_affect"),&Environment::get_ssao_direct_light_affect); ClassDB::bind_method(D_METHOD("set_ssao_color","color"),&Environment::set_ssao_color); ClassDB::bind_method(D_METHOD("get_ssao_color"),&Environment::get_ssao_color); ClassDB::bind_method(D_METHOD("set_ssao_blur","enabled"),&Environment::set_ssao_blur); ClassDB::bind_method(D_METHOD("is_ssao_blur_enabled"),&Environment::is_ssao_blur_enabled); ADD_GROUP("SSAO","ssao_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL,"ssao_enabled"),"set_ssao_enabled","is_ssao_enabled") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"ssao_radius",PROPERTY_HINT_RANGE,"0.1,16,0.1"),"set_ssao_radius","get_ssao_radius") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"ssao_intensity",PROPERTY_HINT_RANGE,"0.0,9,0.1"),"set_ssao_intensity","get_ssao_intensity") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"ssao_radius2",PROPERTY_HINT_RANGE,"0.0,16,0.1"),"set_ssao_radius2","get_ssao_radius2") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"ssao_intensity2",PROPERTY_HINT_RANGE,"0.0,9,0.1"),"set_ssao_intensity2","get_ssao_intensity2") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"ssao_bias",PROPERTY_HINT_RANGE,"0.001,8,0.001"),"set_ssao_bias","get_ssao_bias") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"ssao_light_affect",PROPERTY_HINT_RANGE,"0.00,1,0.01"),"set_ssao_direct_light_affect","get_ssao_direct_light_affect") ; ADD_PROPERTY(PropertyInfo(Variant::COLOR,"ssao_color",PROPERTY_HINT_COLOR_NO_ALPHA),"set_ssao_color","get_ssao_color") ; ADD_PROPERTY(PropertyInfo(Variant::BOOL,"ssao_blur"),"set_ssao_blur","is_ssao_blur_enabled") ; ClassDB::bind_method(D_METHOD("set_dof_blur_far_enabled","enabled"),&Environment::set_dof_blur_far_enabled); ClassDB::bind_method(D_METHOD("is_dof_blur_far_enabled"),&Environment::is_dof_blur_far_enabled); ClassDB::bind_method(D_METHOD("set_dof_blur_far_distance","intensity"),&Environment::set_dof_blur_far_distance); ClassDB::bind_method(D_METHOD("get_dof_blur_far_distance"),&Environment::get_dof_blur_far_distance); ClassDB::bind_method(D_METHOD("set_dof_blur_far_transition","intensity"),&Environment::set_dof_blur_far_transition); ClassDB::bind_method(D_METHOD("get_dof_blur_far_transition"),&Environment::get_dof_blur_far_transition); ClassDB::bind_method(D_METHOD("set_dof_blur_far_amount","intensity"),&Environment::set_dof_blur_far_amount); ClassDB::bind_method(D_METHOD("get_dof_blur_far_amount"),&Environment::get_dof_blur_far_amount); ClassDB::bind_method(D_METHOD("set_dof_blur_far_quality","intensity"),&Environment::set_dof_blur_far_quality); ClassDB::bind_method(D_METHOD("get_dof_blur_far_quality"),&Environment::get_dof_blur_far_quality); ClassDB::bind_method(D_METHOD("set_dof_blur_near_enabled","enabled"),&Environment::set_dof_blur_near_enabled); ClassDB::bind_method(D_METHOD("is_dof_blur_near_enabled"),&Environment::is_dof_blur_near_enabled); ClassDB::bind_method(D_METHOD("set_dof_blur_near_distance","intensity"),&Environment::set_dof_blur_near_distance); ClassDB::bind_method(D_METHOD("get_dof_blur_near_distance"),&Environment::get_dof_blur_near_distance); ClassDB::bind_method(D_METHOD("set_dof_blur_near_transition","intensity"),&Environment::set_dof_blur_near_transition); ClassDB::bind_method(D_METHOD("get_dof_blur_near_transition"),&Environment::get_dof_blur_near_transition); ClassDB::bind_method(D_METHOD("set_dof_blur_near_amount","intensity"),&Environment::set_dof_blur_near_amount); ClassDB::bind_method(D_METHOD("get_dof_blur_near_amount"),&Environment::get_dof_blur_near_amount); ClassDB::bind_method(D_METHOD("set_dof_blur_near_quality","level"),&Environment::set_dof_blur_near_quality); ClassDB::bind_method(D_METHOD("get_dof_blur_near_quality"),&Environment::get_dof_blur_near_quality); ADD_GROUP("DOF Far Blur","dof_blur_far_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL,"dof_blur_far_enabled"),"set_dof_blur_far_enabled","is_dof_blur_far_enabled") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"dof_blur_far_distance",PROPERTY_HINT_EXP_RANGE,"0.01,8192,0.01"),"set_dof_blur_far_distance","get_dof_blur_far_distance") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"dof_blur_far_transition",PROPERTY_HINT_EXP_RANGE,"0.01,8192,0.01"),"set_dof_blur_far_transition","get_dof_blur_far_transition") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"dof_blur_far_amount",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_dof_blur_far_amount","get_dof_blur_far_amount") ; ADD_PROPERTY(PropertyInfo(Variant::INT,"dof_blur_far_quality",PROPERTY_HINT_ENUM,"Low,Medium,High"),"set_dof_blur_far_quality","get_dof_blur_far_quality") ; ADD_GROUP("DOF Far Near","dof_blur_near_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL,"dof_blur_near_enabled"),"set_dof_blur_near_enabled","is_dof_blur_near_enabled") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"dof_blur_near_distance",PROPERTY_HINT_EXP_RANGE,"0.01,8192,0.01"),"set_dof_blur_near_distance","get_dof_blur_near_distance") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"dof_blur_near_transition",PROPERTY_HINT_EXP_RANGE,"0.01,8192,0.01"),"set_dof_blur_near_transition","get_dof_blur_near_transition") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"dof_blur_near_amount",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_dof_blur_near_amount","get_dof_blur_near_amount") ; ADD_PROPERTY(PropertyInfo(Variant::INT,"dof_blur_near_quality",PROPERTY_HINT_ENUM,"Low,Medium,High"),"set_dof_blur_near_quality","get_dof_blur_near_quality") ; ClassDB::bind_method(D_METHOD("set_glow_enabled","enabled"),&Environment::set_glow_enabled); ClassDB::bind_method(D_METHOD("is_glow_enabled"),&Environment::is_glow_enabled); ClassDB::bind_method(D_METHOD("set_glow_level","idx","enabled"),&Environment::set_glow_level); ClassDB::bind_method(D_METHOD("is_glow_level_enabled","idx"),&Environment::is_glow_level_enabled); ClassDB::bind_method(D_METHOD("set_glow_intensity","intensity"),&Environment::set_glow_intensity); ClassDB::bind_method(D_METHOD("get_glow_intensity"),&Environment::get_glow_intensity); ClassDB::bind_method(D_METHOD("set_glow_strength","strength"),&Environment::set_glow_strength); ClassDB::bind_method(D_METHOD("get_glow_strength"),&Environment::get_glow_strength); ClassDB::bind_method(D_METHOD("set_glow_bloom","amount"),&Environment::set_glow_bloom); ClassDB::bind_method(D_METHOD("get_glow_bloom"),&Environment::get_glow_bloom); ClassDB::bind_method(D_METHOD("set_glow_blend_mode","mode"),&Environment::set_glow_blend_mode); ClassDB::bind_method(D_METHOD("get_glow_blend_mode"),&Environment::get_glow_blend_mode); ClassDB::bind_method(D_METHOD("set_glow_hdr_bleed_treshold","treshold"),&Environment::set_glow_hdr_bleed_treshold); ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_treshold"),&Environment::get_glow_hdr_bleed_treshold); ClassDB::bind_method(D_METHOD("set_glow_hdr_bleed_scale","scale"),&Environment::set_glow_hdr_bleed_scale); ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_scale"),&Environment::get_glow_hdr_bleed_scale); ClassDB::bind_method(D_METHOD("set_glow_bicubic_upscale","enabled"),&Environment::set_glow_bicubic_upscale); ClassDB::bind_method(D_METHOD("is_glow_bicubic_upscale_enabled"),&Environment::is_glow_bicubic_upscale_enabled); ADD_GROUP("Glow","glow_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL,"glow_enabled"),"set_glow_enabled","is_glow_enabled") ; ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"glow_levels/1"),"set_glow_level","is_glow_level_enabled",0 ); ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"glow_levels/2"),"set_glow_level","is_glow_level_enabled",1 ); ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"glow_levels/3"),"set_glow_level","is_glow_level_enabled",2 ); ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"glow_levels/4"),"set_glow_level","is_glow_level_enabled",3 ); ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"glow_levels/5"),"set_glow_level","is_glow_level_enabled",4 ); ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"glow_levels/6"),"set_glow_level","is_glow_level_enabled",5 ); ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"glow_levels/7"),"set_glow_level","is_glow_level_enabled",6 ); ADD_PROPERTY(PropertyInfo(Variant::REAL,"glow_intensity",PROPERTY_HINT_RANGE,"0.0,8.0,0.01"),"set_glow_intensity","get_glow_intensity") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"glow_strength",PROPERTY_HINT_RANGE,"0.0,2.0,0.01"),"set_glow_strength","get_glow_strength") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"glow_bloom",PROPERTY_HINT_RANGE,"0.0,1.0,0.01"),"set_glow_bloom","get_glow_bloom") ; ADD_PROPERTY(PropertyInfo(Variant::INT,"glow_blend_mode",PROPERTY_HINT_ENUM,"Additive,Screen,Softlight,Replace"),"set_glow_blend_mode","get_glow_blend_mode") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"glow_hdr_treshold",PROPERTY_HINT_RANGE,"0.0,4.0,0.01"),"set_glow_hdr_bleed_treshold","get_glow_hdr_bleed_treshold") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"glow_hdr_scale",PROPERTY_HINT_RANGE,"0.0,4.0,0.01"),"set_glow_hdr_bleed_scale","get_glow_hdr_bleed_scale") ; ADD_PROPERTY(PropertyInfo(Variant::BOOL,"glow_bicubic_upscale"),"set_glow_bicubic_upscale","is_glow_bicubic_upscale_enabled") ; ClassDB::bind_method(D_METHOD("set_tonemapper","mode"),&Environment::set_tonemapper); ClassDB::bind_method(D_METHOD("get_tonemapper"),&Environment::get_tonemapper); ClassDB::bind_method(D_METHOD("set_tonemap_exposure","exposure"),&Environment::set_tonemap_exposure); ClassDB::bind_method(D_METHOD("get_tonemap_exposure"),&Environment::get_tonemap_exposure); ClassDB::bind_method(D_METHOD("set_tonemap_white","white"),&Environment::set_tonemap_white); ClassDB::bind_method(D_METHOD("get_tonemap_white"),&Environment::get_tonemap_white); ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure","auto_exposure"),&Environment::set_tonemap_auto_exposure); ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure"),&Environment::get_tonemap_auto_exposure); ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_max","exposure_max"),&Environment::set_tonemap_auto_exposure_max); ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_max"),&Environment::get_tonemap_auto_exposure_max); ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_min","exposure_min"),&Environment::set_tonemap_auto_exposure_min); ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_min"),&Environment::get_tonemap_auto_exposure_min); ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_speed","exposure_speed"),&Environment::set_tonemap_auto_exposure_speed); ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_speed"),&Environment::get_tonemap_auto_exposure_speed); ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_grey","exposure_grey"),&Environment::set_tonemap_auto_exposure_grey); ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_grey"),&Environment::get_tonemap_auto_exposure_grey); ADD_GROUP("Tonemap","tonemap_"); ADD_PROPERTY(PropertyInfo(Variant::INT,"tonemap_mode",PROPERTY_HINT_ENUM,"Linear,Reindhart,Filmic,Aces"),"set_tonemapper","get_tonemapper") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"tonemap_exposure",PROPERTY_HINT_RANGE,"0,16,0.01"),"set_tonemap_exposure","get_tonemap_exposure") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"tonemap_white",PROPERTY_HINT_RANGE,"0,16,0.01"),"set_tonemap_white","get_tonemap_white") ; ADD_GROUP("Auto Exposure","auto_exposure_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL,"auto_expoure_enabled"),"set_tonemap_auto_exposure","get_tonemap_auto_exposure") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_expoure_scale",PROPERTY_HINT_RANGE,"0.01,64,0.01"),"set_tonemap_auto_exposure_grey","get_tonemap_auto_exposure_grey") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_expoure_min_luma",PROPERTY_HINT_RANGE,"0,16,0.01"),"set_tonemap_auto_exposure_min","get_tonemap_auto_exposure_min") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_expoure_max_luma",PROPERTY_HINT_RANGE,"0,16,0.01"),"set_tonemap_auto_exposure_max","get_tonemap_auto_exposure_max") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_expoure_speed",PROPERTY_HINT_RANGE,"0.01,64,0.01"),"set_tonemap_auto_exposure_speed","get_tonemap_auto_exposure_speed") ; ClassDB::bind_method(D_METHOD("set_adjustment_enable","enabled"),&Environment::set_adjustment_enable); ClassDB::bind_method(D_METHOD("is_adjustment_enabled"),&Environment::is_adjustment_enabled); ClassDB::bind_method(D_METHOD("set_adjustment_brightness","brightness"),&Environment::set_adjustment_brightness); ClassDB::bind_method(D_METHOD("get_adjustment_brightness"),&Environment::get_adjustment_brightness); ClassDB::bind_method(D_METHOD("set_adjustment_contrast","contrast"),&Environment::set_adjustment_contrast); ClassDB::bind_method(D_METHOD("get_adjustment_contrast"),&Environment::get_adjustment_contrast); ClassDB::bind_method(D_METHOD("set_adjustment_saturation","saturation"),&Environment::set_adjustment_saturation); ClassDB::bind_method(D_METHOD("get_adjustment_saturation"),&Environment::get_adjustment_saturation); ClassDB::bind_method(D_METHOD("set_adjustment_color_correction","color_correction"),&Environment::set_adjustment_color_correction); ClassDB::bind_method(D_METHOD("get_adjustment_color_correction"),&Environment::get_adjustment_color_correction); ADD_GROUP("Adjustments","adjustment_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL,"adjustment_enabled"),"set_adjustment_enable","is_adjustment_enabled") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"adjustment_brightness",PROPERTY_HINT_RANGE,"0.01,8,0.01"),"set_adjustment_brightness","get_adjustment_brightness") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"adjustment_contrast",PROPERTY_HINT_RANGE,"0.01,8,0.01"),"set_adjustment_contrast","get_adjustment_contrast") ; ADD_PROPERTY(PropertyInfo(Variant::REAL,"adjustment_saturation",PROPERTY_HINT_RANGE,"0.01,8,0.01"),"set_adjustment_saturation","get_adjustment_saturation") ; ADD_PROPERTY(PropertyInfo(Variant::OBJECT,"adjustment_color_correction",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),"set_adjustment_color_correction","get_adjustment_color_correction") ; GLOBAL_DEF("rendering/skybox/irradiance_cube_resolution",256); BIND_CONSTANT(BG_KEEP); BIND_CONSTANT(BG_CLEAR_COLOR); BIND_CONSTANT(BG_COLOR); BIND_CONSTANT(BG_SKYBOX); BIND_CONSTANT(BG_CANVAS); BIND_CONSTANT(BG_MAX); BIND_CONSTANT(GLOW_BLEND_MODE_ADDITIVE); BIND_CONSTANT(GLOW_BLEND_MODE_SCREEN); BIND_CONSTANT(GLOW_BLEND_MODE_SOFTLIGHT); BIND_CONSTANT(GLOW_BLEND_MODE_REPLACE); BIND_CONSTANT(TONE_MAPPER_LINEAR); BIND_CONSTANT(TONE_MAPPER_REINHARDT); BIND_CONSTANT(TONE_MAPPER_FILMIC); BIND_CONSTANT(TONE_MAPPER_ACES); BIND_CONSTANT(DOF_BLUR_QUALITY_LOW); BIND_CONSTANT(DOF_BLUR_QUALITY_MEDIUM); BIND_CONSTANT(DOF_BLUR_QUALITY_HIGH); } Environment::Environment() { bg_mode=BG_CLEAR_COLOR; bg_skybox_scale=1.0; bg_energy=1.0; bg_canvas_max_layer=0; ambient_energy=1.0; ambient_skybox_contribution=0; tone_mapper=TONE_MAPPER_LINEAR; tonemap_exposure=1.0; tonemap_white=1.0; tonemap_auto_exposure=false; tonemap_auto_exposure_max=8; tonemap_auto_exposure_min=0.05; tonemap_auto_exposure_speed=0.5; tonemap_auto_exposure_grey=0.4; set_tonemapper(tone_mapper); //update adjustment_enabled=false; adjustment_contrast=1.0; adjustment_saturation=1.0; adjustment_brightness=1.0; set_adjustment_enable(adjustment_enabled); //update environment = VS::get_singleton()->environment_create(); ssr_enabled=false; ssr_max_steps=64; ssr_accel=0.04; ssr_fade=2.0; ssr_depth_tolerance=0.2; ssr_smooth=true; ssr_roughness=true; ssao_enabled=false; ssao_radius=1; ssao_intensity=1; ssao_radius2=0; ssao_intensity2=1; ssao_bias=0.01; ssao_direct_light_affect=false; ssao_blur=true; glow_enabled=false; glow_levels=(1<<2)|(1<<4); glow_intensity=0.8; glow_strength=1.0; glow_bloom=0.0; glow_blend_mode=GLOW_BLEND_MODE_SOFTLIGHT; glow_hdr_bleed_treshold=1.0; glow_hdr_bleed_scale=2.0; glow_bicubic_upscale=false; dof_blur_far_enabled=false; dof_blur_far_distance=10; dof_blur_far_transition=5; dof_blur_far_amount=0.1; dof_blur_far_quality=DOF_BLUR_QUALITY_MEDIUM; dof_blur_near_enabled=false; dof_blur_near_distance=2; dof_blur_near_transition=1; dof_blur_near_amount=0.1; dof_blur_near_quality=DOF_BLUR_QUALITY_MEDIUM; } Environment::~Environment() { VS::get_singleton()->free(environment); }